Profile
The Impostor from Innersloth's online multiplayer deduction game Among Us is the main (and only) character in Among Us Arena.
There is only one playable character, but you can select 20 different colors, each with their own unique taunt and dedicated color move, performed using the Sus button.
Basics
Strengths |
Weaknesses
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- Pressure: It's easy for the Impostor to lock down their opponent. Make them block enough jabs, and you're free to force devastating mixups.
- Versatility: Combined with oppressive close range pressure, Guns and j.5k allow the Impostor to claim dominion over any range with proper spacing and timing.
- Conversions: Fast moves and a plethora of gatlings create opportunities for 50% damage combos off of most hits.
- Movement: The impostor has grown quite agile over time, threatening even mid-screen ranges with dash punishes and pokes.
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- Defense/Volatlity: Very committal defensive options. Losing rounds off of one opening and one mixup means you'll be guessing for game very often off a single mistake.
- Unforgiving: Making the most of your hits will require demanding execution and pinpoint reactions, getting exponentially harder as combos get longer.
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Move List
Standing Normals
5L
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
|
75
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3
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4
|
13
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+1
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-1
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Mid
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0
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N/A
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-
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Devastating fast poke. Can cancel into anything on hit, locks your opponent in place allowing for mixups, lengthy pressure and tick throws.
Gatling Options: 5L, 5H, 2H, 5K, 2K, 5G, 2G
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5H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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135
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11
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5
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10
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+5
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±0
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Mid
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0
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N/A
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-
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Advancing punch that's ±0 on block, occasionally used to close the gap in extended pressure strings. Spammable, but potentially risky if used too often. Great for cancels into Sus button moves.
Gatling Options: 2H, 5K, 2K, 5G, 2G
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5K
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Version
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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5K
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200
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9~22
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2
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17
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Launch
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-9
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Mid
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40
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Launch
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-
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5{K}
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200
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23~47
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2
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17
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Launch
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-9
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Overhead
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50
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Launch
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-
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5[K]
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400
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41
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2
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22
|
Launch
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-8
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Overhead
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100
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Groundbounce
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-
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- Has one hit of armor.
- Overhead if partially or fully charged.
- K input in the table above represents uncharged version; {K} input corresponds to partial charge and [K] to full charge
Super-armored, holdable knife stab that becomes an overhead if you charge it. (It doesn't need to be fully charged to become overhead.) Fully charged, this does hefty damage but causes a groundbounce.
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5G the G stands for gat the G stands for gat
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
|
Chip
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Property
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Invuln
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30, 160 [200]
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28,10
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2,2
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20
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Launch
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-11
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Mid
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20,40 [20]
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Launch,Wallbounce
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-
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- Full screen projectile.
- Wall bounces up close.
- Knocks down from distance. Far damage in [brackets.]
Zoning and combo tool with heavy damage. Long startup makes it very reactable, so only use it at range, or when you feel absolutely safe. Dangerous with Super 1.
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Crouching Normals
2L
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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75
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5
|
6
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9
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+3
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±0
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Low
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0
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N/A
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-
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- Standard fast Low.
- Moves forward.
Key mixup tool. Deceptively long, and can be cancelled back into 5L to continue pressure.
When chaining between 2L and 5L, there is a slight cooldown on 2L.
Gatling Options: 5L, 5H, 2H, 5K, 2K, 5G, 2G
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2H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
|
Chip
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Property
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Invuln
|
125
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8
|
4
|
19
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Launch
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-13
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Low
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0
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Wallbounce
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-
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- Wall bounces on hit.
- Pops opponent up if wall bounces have already been used.
Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at mid range. Will be heavily punished by those wary enough to block lows at a distance.
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2K
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
|
135
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9
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5
|
27
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Launch
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-20
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Mid
|
40
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Launch
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2-9
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- Invincible during start-up.
- Launches opponent on hit.
- Slides forward.
Key whiff punisher and primary combo tool. Can be used as a reversal on a variety of situations due to an invulnerable startup, but not on frame 1.
Slides forward moderately, allowing dangerous range for punishes with dashes or extended combo routes when cancelled in and out of repeatedly.
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2G
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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30, 160
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7,13
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2,2
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23
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Launch
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-13
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Mid
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20,20
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Launch,Launch
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-
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- Large, fast anti air.
- Launcher/combo tool in corner.
Your safest anti air, but not as rewarding as other options.
it is not recommended to use this move against a grounded opponent close up, even as part of a pressure/chip string. The 2nd hit whiffs on many occasions and a variety of invincible options blow it up completely.
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Jumping Normals
j.L the dumpy hit you the dumpy hit you
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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75
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7
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54
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Until landing
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-
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-
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High
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0
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N/A
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-
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Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and quick overheads on crouching opponents.
Combos incredibly easy, as well.
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j.H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
|
Chip
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Property
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Invuln
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125
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9
|
6
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Until landing
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Launch
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-
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High
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0
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Groundbounce
|
-
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Vital combo tool for easy groundbounces. Can be a very tricky quick overhead with shorthops.
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j.K
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
|
Chip
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Property
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Invuln
|
150
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8
|
4
|
44
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Launch
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-38
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Mid
|
50
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Launch
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-
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- Strong approach tool
- Highly punishable.
- Pressing j.4K will cause a shorter dash.
Burst movement and offense with crossup potential, with the risk of eating huge combo damage if blocked. Can cross up at very precise distances and heights, and also sets up j.L oki/pressure.
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j.G
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Damage
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Startup
|
Active
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Recovery
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On Hit
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On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
30, 160
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7,21
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2,2
|
22
|
Launch
|
-13
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Mid,High
|
5,40
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Launch(Groundbounce)
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-
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- Dominant Neutral tool.
- Recoils backward on shot.
- Groundbounces if opponent is airborne
- Good air to air with gun hitbox.
Important zoning tool. Allows you to chip and wall your opponent out while keeping you in relatively safe distance with the backwards recoil. Along with 5G, this move creates lengthy zoning wars that are tiring to come out on top of. Power falls off drastically at distances, but is the only option at ranges that far.
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Universal Mechanics
Throw 4S
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Damage
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Startup
|
Active
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Recovery
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On Hit
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On Block
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Guard
|
Chip
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Property
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Invuln
|
500~
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8
|
5
|
15
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-
|
-
|
-
|
-
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N/A
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-
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- Instant knockdown
- 25 meter gain on successful throw
Large hitbox allows for tick throw setups from everything except Gun and Knife normals.
Chunks a good portion of the health bar, instantly getting opponents antsy and hesitant.
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Counter 2S Spam 5L tickthrow :) Spam 5L tickthrow :)
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Damage
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Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
600
|
11
|
2
|
42
|
-
|
-
|
-
|
-
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N/A
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1-11
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- Instant knockdown
- Frame 1 counter
- Counter window lasts 13 frames
- ~25 Meter gain on successful counter
True reversal alongside super. Risky and easy to play around, but destroys meaty setups, lousy crossups, Supers and even works against far 5G/j.G, up to the tip of the muzzle flash.
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Burst Any attack + S (While getting hit)
|
Damage
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
100
|
7
|
5
|
19
|
Launch
|
-19
|
Mid
|
0
|
N/A
|
-
|
- Requires at least 50 meter
- Consumes all meter on activation
- Can be done only while being hit
Your get out of combo button. Can be baited out at a distance, or blocked on jump cancellable moves, so be very careful with your timing.
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|
Supers
Super 1: RHM Laser Any other attack button + S
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
100x6, 700
|
13
|
23
|
45
|
Launch
|
-39
|
Mid
|
25x6,50
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N/A
|
-
|
- Requires full meter
- Infinite armor on startup (no damage)
The default super move. Eats up attacks, hits full screen and does good damage as a combo ender. Very unsafe if blocked, but not from a distance.
Works as a reversal, but is best reserved for far 5G hitconfirms or combo damage.
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Super 2: Sabotage Install Any other attack button + S
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
-
|
32
|
0
|
0
|
-
|
-
|
-
|
-
|
N/A
|
-
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- Requires full meter, 6 second duration
- Increases Damage by 35%
- Increases Juggle height of all moves
- Increases walk speed
An Install super, greatly buffing the Impostor's offensive capabilities. Activation can be cancelled into and out of mid combo, creating huge damage opportunities from openings with proper setup.
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|
Super 3: Report Cancel (Megaphone) Any other attack button + S
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
250
|
6
|
16
|
9
|
Launch
|
-10
|
Mid
|
-
|
N/A
|
-
|
- Requires 50% Meter.
- Larger hitbox if the opponent is in hitstun or performing a move (dashes are considered moves.)
- Whiffs entirely on blocking opponents. No chip.
- Air OK
A shockwave emanates around the impostor, hitting enemies in a moderate radius. Strong anti air, consistent combo extension tool, especially on several color specific combos. The low price of just 50% meter allows you to retain a burst if desired. The move will go straight through blocking opponents if used raw, not even doing chip daamge, and will have horrible range if the opponent isn't in a vulnerable state.
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Gatling Table
Ground Gatling Table
|
L |
H |
K |
G |
Cancel
|
5L
|
5L |
5H, 2H |
5K, 2K |
5G, 2G
|
2L
|
5L |
5H, 2H |
5K, 2K |
5G, 2G
|
5H
|
- |
2H |
5K, 2K |
5G, 2G
|
2H
|
- |
- |
5K[-], 2K[-] |
5G[-], 2G[-] |
Jump[-], Dash[-]
|
5K
|
- |
- |
2K[-] |
5G[-], 2G[-]
|
5[K]
|
- |
2H[-] |
2K[-] |
5G[-], 2G[-]
|
2K
|
- |
- |
- |
5G[-], 2G[-] |
Jump[-], Dash[-]
|
5G
|
- |
- |
5K[1], 2K[1~2] |
2G[1]
|
2G
|
- |
- |
2K[1] |
-
|
Air Gatling Table
|
L |
H |
K |
G
|
j.L
|
- |
j.H[-] |
j.K[-] |
j.G[-]
|
j.H
|
- |
- |
j.K[-] |
j.G[-]
|
j.K
|
- |
- |
- |
-
|
j.G
|
- |
j.H[-] |
j.K[-] |
-
|
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on whiff
- X[#~#] = X is available between # hit and # hit (for multi-hit moves)
2K must be inputted AFTER 5G has landed(hit or block) in order to cancel into it!